<!-- HTML header for doxygen 1.8.14-->
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.9.1"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Unity ML-Agents Toolkit: RayPerceptionInput Struct Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="navtree.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="resize.js"></script>
<script type="text/javascript" src="navtreedata.js"></script>
<script type="text/javascript" src="navtree.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygenbase.css" rel="stylesheet" type="text/css" />
<link href="unity.css" rel="stylesheet" type="text/css"/>
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td id="projectlogo"><img alt="Logo" src="logo.png"/></td>
  <td id="projectalign" style="padding-left: 0.5em;">
   <div id="projectname">Unity ML-Agents Toolkit
   </div>
  </td>
 </tr>
 </tbody>
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.9.1 -->
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
var searchBox = new SearchBox("searchBox", "search",false,'Search','.html');
/* @license-end */
</script>
<script type="text/javascript" src="menudata.js"></script>
<script type="text/javascript" src="menu.js"></script>
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
$(function() {
  initMenu('',true,false,'search.php','Search');
  $(document).ready(function() { init_search(); });
});
/* @license-end */</script>
<div id="main-nav"></div>
</div><!-- top -->
<div id="side-nav" class="ui-resizable side-nav-resizable">
  <div id="nav-tree">
    <div id="nav-tree-contents">
      <div id="nav-sync" class="sync"></div>
    </div>
  </div>
  <div id="splitbar" style="-moz-user-select:none;" 
       class="ui-resizable-handle">
  </div>
</div>
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
$(document).ready(function(){initNavTree('structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html',''); initResizable(); });
/* @license-end */
</script>
<div id="doc-content">
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
</div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>

<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">RayPerceptionInput Struct Reference</div>  </div>
</div><!--header-->
<div class="contents">

<p>Contains the elements that define a ray perception sensor.  
 <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a586fa9bfae13e10203363b9a22cb5908"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a586fa9bfae13e10203363b9a22cb5908">OutputSize</a> ()</td></tr>
<tr class="memdesc:a586fa9bfae13e10203363b9a22cb5908"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the expected number of floats in the output.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a586fa9bfae13e10203363b9a22cb5908">More...</a><br /></td></tr>
<tr class="separator:a586fa9bfae13e10203363b9a22cb5908"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5f0bad6367473b9a54d4a19cb6ff48ac"><td class="memItemLeft" align="right" valign="top">Vector3 Vector3 EndPositionWorld&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a5f0bad6367473b9a54d4a19cb6ff48ac">RayExtents</a> (int rayIndex)</td></tr>
<tr class="separator:a5f0bad6367473b9a54d4a19cb6ff48ac"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a656b11a12502902d5fdc1c563fe3774e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a656b11a12502902d5fdc1c563fe3774e">RayLength</a></td></tr>
<tr class="memdesc:a656b11a12502902d5fdc1c563fe3774e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Length of the rays to cast.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a656b11a12502902d5fdc1c563fe3774e">More...</a><br /></td></tr>
<tr class="separator:a656b11a12502902d5fdc1c563fe3774e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a36ac908f8989756ce4d376e66ceb142a"><td class="memItemLeft" align="right" valign="top">IReadOnlyList&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a36ac908f8989756ce4d376e66ceb142a">DetectableTags</a></td></tr>
<tr class="memdesc:a36ac908f8989756ce4d376e66ceb142a"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of tags which correspond to object types agent can see.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a36ac908f8989756ce4d376e66ceb142a">More...</a><br /></td></tr>
<tr class="separator:a36ac908f8989756ce4d376e66ceb142a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a23c1b17be96b459ad26a7691100ead4c"><td class="memItemLeft" align="right" valign="top">IReadOnlyList&lt; float &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a23c1b17be96b459ad26a7691100ead4c">Angles</a></td></tr>
<tr class="memdesc:a23c1b17be96b459ad26a7691100ead4c"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of angles (in degrees) used to define the rays.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a23c1b17be96b459ad26a7691100ead4c">More...</a><br /></td></tr>
<tr class="separator:a23c1b17be96b459ad26a7691100ead4c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a81569e8d90cd190b46b5d0a20c0a07d7"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a81569e8d90cd190b46b5d0a20c0a07d7">StartOffset</a></td></tr>
<tr class="memdesc:a81569e8d90cd190b46b5d0a20c0a07d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starting height offset of ray from center of agent  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a81569e8d90cd190b46b5d0a20c0a07d7">More...</a><br /></td></tr>
<tr class="separator:a81569e8d90cd190b46b5d0a20c0a07d7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6150656e9201ac3ecc68d13b76d6413f"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a6150656e9201ac3ecc68d13b76d6413f">EndOffset</a></td></tr>
<tr class="memdesc:a6150656e9201ac3ecc68d13b76d6413f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ending height offset of ray from center of agent.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a6150656e9201ac3ecc68d13b76d6413f">More...</a><br /></td></tr>
<tr class="separator:a6150656e9201ac3ecc68d13b76d6413f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a764d042e71384f56e68874346a400421"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a764d042e71384f56e68874346a400421">CastRadius</a></td></tr>
<tr class="memdesc:a764d042e71384f56e68874346a400421"><td class="mdescLeft">&#160;</td><td class="mdescRight">Radius of the sphere to use for spherecasting.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a764d042e71384f56e68874346a400421">More...</a><br /></td></tr>
<tr class="separator:a764d042e71384f56e68874346a400421"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab9cc49cbbd8c46b0d577bec380d3a428"><td class="memItemLeft" align="right" valign="top">Transform&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#ab9cc49cbbd8c46b0d577bec380d3a428">Transform</a></td></tr>
<tr class="memdesc:ab9cc49cbbd8c46b0d577bec380d3a428"><td class="mdescLeft">&#160;</td><td class="mdescRight">Transform of the GameObject.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#ab9cc49cbbd8c46b0d577bec380d3a428">More...</a><br /></td></tr>
<tr class="separator:ab9cc49cbbd8c46b0d577bec380d3a428"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c2cfacf1ef93b18581f0ca2d6d4e2de"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Sensors.html#a4d80e09565a5154e679c8066c05d1caf">RayPerceptionCastType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a0c2cfacf1ef93b18581f0ca2d6d4e2de">CastType</a></td></tr>
<tr class="memdesc:a0c2cfacf1ef93b18581f0ca2d6d4e2de"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether to perform the casts in 2D or 3D.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#a0c2cfacf1ef93b18581f0ca2d6d4e2de">More...</a><br /></td></tr>
<tr class="separator:a0c2cfacf1ef93b18581f0ca2d6d4e2de"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aefe51ae139732424fc828409b638e8b6"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#aefe51ae139732424fc828409b638e8b6">LayerMask</a></td></tr>
<tr class="memdesc:aefe51ae139732424fc828409b638e8b6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Filtering options for the casts.  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#aefe51ae139732424fc828409b638e8b6">More...</a><br /></td></tr>
<tr class="separator:aefe51ae139732424fc828409b638e8b6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad1055919932ab8e5389e956f240e2043"><td class="memItemLeft" align="right" valign="top">Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#ad1055919932ab8e5389e956f240e2043">StartPositionWorld</a></td></tr>
<tr class="memdesc:ad1055919932ab8e5389e956f240e2043"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the cast start and end points for the given ray index/  <a href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html#ad1055919932ab8e5389e956f240e2043">More...</a><br /></td></tr>
<tr class="separator:ad1055919932ab8e5389e956f240e2043"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Contains the elements that define a ray perception sensor. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a586fa9bfae13e10203363b9a22cb5908"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a586fa9bfae13e10203363b9a22cb5908">&#9670;&nbsp;</a></span>OutputSize()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int OutputSize </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Returns the expected number of floats in the output. </p>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

</div>
</div>
<a id="a5f0bad6367473b9a54d4a19cb6ff48ac"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5f0bad6367473b9a54d4a19cb6ff48ac">&#9670;&nbsp;</a></span>RayExtents()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">Vector3 Vector3 EndPositionWorld RayExtents </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>rayIndex</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

</div>
</div>
<h2 class="groupheader">Member Data Documentation</h2>
<a id="a23c1b17be96b459ad26a7691100ead4c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a23c1b17be96b459ad26a7691100ead4c">&#9670;&nbsp;</a></span>Angles</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">IReadOnlyList&lt;float&gt; Angles</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>List of angles (in degrees) used to define the rays. </p>
<p>90 degrees is considered "forward" relative to the game object.</p>

</div>
</div>
<a id="a764d042e71384f56e68874346a400421"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a764d042e71384f56e68874346a400421">&#9670;&nbsp;</a></span>CastRadius</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float CastRadius</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Radius of the sphere to use for spherecasting. </p>
<p>If 0 or less, rays are used instead - this may be faster, especially for complex environments.</p>

</div>
</div>
<a id="a0c2cfacf1ef93b18581f0ca2d6d4e2de"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0c2cfacf1ef93b18581f0ca2d6d4e2de">&#9670;&nbsp;</a></span>CastType</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Sensors.html#a4d80e09565a5154e679c8066c05d1caf">RayPerceptionCastType</a> CastType</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Whether to perform the casts in 2D or 3D. </p>

</div>
</div>
<a id="a36ac908f8989756ce4d376e66ceb142a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a36ac908f8989756ce4d376e66ceb142a">&#9670;&nbsp;</a></span>DetectableTags</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">IReadOnlyList&lt;string&gt; DetectableTags</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>List of tags which correspond to object types agent can see. </p>

</div>
</div>
<a id="a6150656e9201ac3ecc68d13b76d6413f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6150656e9201ac3ecc68d13b76d6413f">&#9670;&nbsp;</a></span>EndOffset</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float EndOffset</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Ending height offset of ray from center of agent. </p>

</div>
</div>
<a id="aefe51ae139732424fc828409b638e8b6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aefe51ae139732424fc828409b638e8b6">&#9670;&nbsp;</a></span>LayerMask</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int LayerMask</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Filtering options for the casts. </p>

</div>
</div>
<a id="a656b11a12502902d5fdc1c563fe3774e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a656b11a12502902d5fdc1c563fe3774e">&#9670;&nbsp;</a></span>RayLength</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float RayLength</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Length of the rays to cast. </p>
<p>This will be scaled up or down based on the scale of the transform.</p>

</div>
</div>
<a id="a81569e8d90cd190b46b5d0a20c0a07d7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a81569e8d90cd190b46b5d0a20c0a07d7">&#9670;&nbsp;</a></span>StartOffset</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float StartOffset</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Starting height offset of ray from center of agent </p>

</div>
</div>
<a id="ad1055919932ab8e5389e956f240e2043"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad1055919932ab8e5389e956f240e2043">&#9670;&nbsp;</a></span>StartPositionWorld</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">Vector3 StartPositionWorld</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the cast start and end points for the given ray index/ </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">rayIndex</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>A tuple of the start and end positions in world space.</dd></dl>

</div>
</div>
<a id="ab9cc49cbbd8c46b0d577bec380d3a428"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab9cc49cbbd8c46b0d577bec380d3a428">&#9670;&nbsp;</a></span>Transform</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">Transform Transform</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Transform of the GameObject. </p>

</div>
</div>
<hr/>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="RayPerceptionSensor_8cs.html">RayPerceptionSensor.cs</a></li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- HTML footer for doxygen 1.8.14-->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="navelem"><a class="el" href="namespaceUnity.html">Unity</a></li><li class="navelem"><a class="el" href="namespaceUnity_1_1MLAgents.html">MLAgents</a></li><li class="navelem"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Sensors.html">Sensors</a></li><li class="navelem"><a class="el" href="structUnity_1_1MLAgents_1_1Sensors_1_1RayPerceptionInput.html">RayPerceptionInput</a></li>
  </ul>
</div>
</body>
</html>
